public static MatrixConfig GetDebugConfig() { return(new MatrixConfig { FpsLimit = 60, IsFullscreen = false, IsMultipleMonitorEnabled = false, RenderLayers = new List <GlyphStreamManagerConfig> { GlyphStreamManagerConfig.Debug(), }, }); }
public GlyphStreamManager(GlyphStreamManagerConfig settings, Vector2u workingArea) { _workingArea = workingArea.ToRectangle(); streams = new List<GlyphStream>(); _settings = settings; if (!string.IsNullOrEmpty(settings.ShaderType)) // TODO: configurable shader { shader = ShaderWrapper.Get(settings.ShaderType); tempCanvas = new RenderTexture(workingArea.X, workingArea.Y, true); tempCanvas.Display(); } _maximumStreams = settings.MaximumGlyphStreams; _chanceOfNewStream = settings.ChanceOfNewGlyphStream; }
public GlyphStreamManager(GlyphStreamManagerConfig settings, Vector2u workingArea) { _workingArea = workingArea.ToRectangle(); streams = new List <GlyphStream>(); _settings = settings; if (!string.IsNullOrEmpty(settings.ShaderType)) // TODO: configurable shader { shader = ShaderWrapper.Get(settings.ShaderType); tempCanvas = new RenderTexture(workingArea.X, workingArea.Y, true); tempCanvas.Display(); } _maximumStreams = settings.MaximumGlyphStreams; _chanceOfNewStream = settings.ChanceOfNewGlyphStream; }
public static MatrixConfig GetDevConfig() { var smallConfigGlitch = GlyphStreamManagerConfig.Mini(); smallConfigGlitch.MaximumGlyphStreams = 100; smallConfigGlitch.ShaderType = GlyphStreamManagerConfig.SHADER_GLITCH; var bigConfigNoGlitch = GlyphStreamManagerConfig.BigFew(); bigConfigNoGlitch.ShaderType = null; var bigConfigGlitch = GlyphStreamManagerConfig.BigFew(); bigConfigGlitch.MaximumGlyphStreams = 2; var bigConfigGhost = GlyphStreamManagerConfig.BigFew(); bigConfigGhost.MaximumGlyphStreams = 2; bigConfigGhost.ShaderType = GlyphStreamManagerConfig.SHADER_GHOST; return(new MatrixConfig { FpsLimit = 60, IsFullscreen = true, IsMultipleMonitorEnabled = true, RenderLayers = new List <GlyphStreamManagerConfig> { smallConfigGlitch, smallConfigGlitch, smallConfigGlitch, smallConfigGlitch, smallConfigGlitch, bigConfigNoGlitch, bigConfigGlitch, bigConfigGlitch, bigConfigGlitch, bigConfigGhost, }, }); }